We don't use
as the T command. There actually was a T smiley, but for some reason it was removed, and reverted to
, which is the actual command for throws.
I prefer T though since it's just easier, but moving on.
They don't really play that much different, but Hitomi does better close up. They both can stun launch (Ein's better), they both can whiff punish (Ein's better), their wall games are insane (both are even in this aspect), Hitomi can apply pressure with delayable strings and has better in-string mixups than Ein.
However, Hitomi can't get in consistent any frame advantage besides 2P and 6T. Her punch parry is much worse than Leifang's Unshu, and her in-string lows are sucky because on block, it's -17. NEGATIVE EFFING 17. And they're easy to react to, and they can be beaten out by a 2P if they're delayed since they're really slow.
Saying Hitomi can get constant frame advantage isn't quite true because they're not frame traps. Nothing Hitomi has besides 66H+K and her charge moves are + on block, and she doesn't have an OH so she can't frame trap after punch parry and 6T.
Hitomi's got pretty lousy crushes too. Basically, Hitomi's neutral game is suck. Better than Ein, at least.
Well, the
is widely used as the throw input button. I am just guessing it has something to do with it being "logically" as
is obvious, where as throw is blue in-game, and is mapped to the blue X on the PS (I don't know for xbox).
just looks messy in comparison.
I also think this will continue to be the case until we get a real icon for it, as having a blue free icon and not a throw icon is just silly. Maybe someone should speak to the admins about it.
Anyways, her lows are only easy to react to if you know the behavior pattern down to 2-3 alternatives and you are used to seeing her use it. Generally this is against people who don't delay or free cancel, or with limited mix ups. The more mix ups you got,
the higher the reaction time will become, and 20 frames suddenly is very difficult to react to (impossible). I wrote a 1 page paper on this somewhere, and don't feel like going over it again as it is human nature and science more than game theory and it's just how your brain functions. Anyways, one of the weaknesses of that particular move (
) is that the "only" alternative is to do a
, where the second kick is high. Then if you do a crouch block, you got the (reaction)time to get back up for the mid kick block and throw punish. A really high level play would then be to free cancel the second kick into low frame attack or throw as one is "waiting" for the last kick. That said this would only work against really good people, as for most it is better to just delay the last kick and you get the hit every time (really, try it, you will hit 90% of the time). Changing up
into
(delayed)
delayed
and
(
)
or
(
)
almost always hit. This is because statistically the odds are always in your favor (66% or better vs most people).
Against good people I usually do (in the middle of a hectic moment)
into
and
delay
(if I hit, I ground them with
and force tech
into
string, if I hit block I do
followed by
. If I've never met the person before this always works.
The greatest tool is to "mix it up". You need to confuse their brain and make it "false teaching", upon their behavior pattern becomes "default" (most people tend to hold a lot when they get into this state). When they see 2 quick
enders they "learn" to look for it the next time, putting them off their game. The 13 frame
is impossible to react to, as is the 13 frame
(unless you know it is coming, which you won't vs a new opponent).
is 14 frames and with a lot of alternatives, you can't react to this, only guess it. What you could react to in theory is the low
, but this is only if you got 2 options to pick from. With delay and free cancel you got 3 options, making that unlikely. Also if you trick them into favoring that a low kick is coming they're more exposed to everything else, and their reaction time to that becomes worse.
HOWEVER, you can still play the statistically likely to win game, upon where you win. After the
, you can crouch block
. If you do and hit it is because you guessed they'd either free cancel or delay make it 66% in your favor, where the punishment for getting hit isn't that great either.
Anyways, if you want to see it practically what I am talking about, go to 14:55 in this video
As you can see, if you confuse them enough, you can get away with almost everything. You can
into block, not get punished and even(!) follow up, you can end a
without getting punished, you can do so ridiculously much if you manage to vary your game enough because their brain wouldn't be able to follow a 18 frame reaction pattern. This is (I assume) the reason when you see Lopedo, Master, Xcal, etc. don't throw punish their opponent, it is because the opponent has shown a great enough variety and freshness of tech that their brain won't have that 18 frame reaction time focus.